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Author Topic: Stardust's Workshop  (Read 163717 times)

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November 21, 2013, 05:16:08 AM
Reply #15

Offline Superjustinbros

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Re: Stardust's Workshop
« Reply #15 on: November 21, 2013, 05:16:08 AM »
Quote
Just notice that I'm not going to accept every single ones of your suggestions. I may decline some. I already wrote somewhere all of 'em and I do treat them. And I said 10%, not 15% :I
My main aim is to simply give 5 new hales.
I'm not going to touch with the finger hundreds of things from the official version, my mod isn't Saxton Hale Remastered. I want the players to just feel they play Saxton Hale, with the difference there will be 17 hales now. The less things from the past are changed, the more they'll still feel they're playing the original game. I don't want my Saxton Hale to turn into Unholy, with these holy-scaled player properties ._.

Alright then; It's not my mod, so I'll just leave it alone.

November 24, 2013, 07:01:43 PM
Reply #16

Offline Superjustinbros

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Re: Stardust's Workshop
« Reply #16 on: November 24, 2013, 07:01:43 PM »
Have there been anything concerning Captain Falcon? I think he could be reformatted with a better rage, plus different voice clips and theme.

If The Blue Wrath (Gentle Spy's Theme) was made into Ninja Spy's theme (though altered in Audacity to make it loop), that'd be awesome, as The Blue Wrath is a very catchy theme, certainly more enjoyable than the Ninja Gaiden music despite not being in 8-Bit (I first heard it in Eddsworld Zombeh Attack).

November 24, 2013, 07:54:12 PM
Reply #17

Offline tsukiyomaru0

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Re: Stardust's Workshop
« Reply #17 on: November 24, 2013, 07:54:12 PM »
Quote from: "Linnie"
Nobody wants Neo DS back.
IIRC, during an in-game session, at least 3 other people agreed with me that NeoDS would be more interesting than certain Hales. And, in fact, NeoDS was clever and interesting, but the controls were the only issue.

November 24, 2013, 08:08:17 PM
Reply #18

Offline Linnie

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Re: Stardust's Workshop
« Reply #18 on: November 24, 2013, 08:08:17 PM »
But he's an OC.

That's the kind of stuff Unholy does. Ask them to bring it back, not any of the good Hale versions.

November 24, 2013, 08:22:27 PM
Reply #19

Offline Ceridran

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Re: Stardust's Workshop
« Reply #19 on: November 24, 2013, 08:22:27 PM »
Quote from: "Linnie"
But he's an OC.

That's the kind of stuff Unholy does. Ask them to bring it back, not any of the good Hale versions.

That's a matter of personal preference which one is better or not. Personally, I prefer Unholy, but the boss health really needs to be tinkered with.

NeoDS was removed for a reason.

November 24, 2013, 08:27:25 PM
Reply #20

Offline tsukiyomaru0

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Re: Stardust's Workshop
« Reply #20 on: November 24, 2013, 08:27:25 PM »
Quote from: "Ceridran"
Quote from: "Linnie"
But he's an OC.

That's the kind of stuff Unholy does. Ask them to bring it back, not any of the good Hale versions.

That's a matter of personal preference which one is better or not. Personally, I prefer Unholy, but the boss health really needs to be tinkered with.

NeoDS was removed for a reason.
If my memory serves me well (and I have doubts), he was removed because Neo and Silversin had an argument.

November 25, 2013, 05:22:34 AM
Reply #21

Offline Stardust

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Re: Stardust's Workshop
« Reply #21 on: November 25, 2013, 05:22:34 AM »
Captain Falcon got voice clips when he kills people. The only thing I could change about his rage is the projectile's speed (the speed is about like a Proto Shot LV3). His rage isn't especially strong indeed, it needs some higher prediction skills as you only have one try, through Captain Falcon overall has a better normalfire than most melee hales because it thrusts him forward. Also, his health is rather high.

I'll stop the poll now, 7 NO to 0 YES is enough to tell me he isn't wanted anymore, poor guy :I
So, he was both removed because of his OPness, and because he's an original character ? It depends on people's opinions, but to me, it's true that handling an original character is a bit bothering, I feel like I'm advertising someone's darling.
Also when I played him the other time, he seemed quite complex for one of SilverSin's hales.

The progress right now, is I'm making the 4th on the 5 hales. He just needs his rage and I'm finished with it. I think I should be able to release my enjoyable v1A in about one week, as planned :D
I'll need the help of you guys, the players, to rebalance it, through. I couldn't get enough betatesters to mimick a large server gameplay, so I'm not sure they're enough balanced and fair yet.

EDIT : I'll post some updates. It's been 4 days without anything new.

November 25, 2013, 05:35:47 AM
Reply #22

Offline Superjustinbros

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Re: Stardust's Workshop
« Reply #22 on: November 25, 2013, 05:35:47 AM »
Quote
Captain Falcon got voice clips when he kills people. The only thing I could change about his rage is the projectile's speed (the speed is about like a Proto Shot LV3). His rage isn't especially strong indeed, it needs some higher prediction skills as you only have one try, through Captain Falcon overall has a better normalfire than most melee hales because it thrusts him forward. Also, his health is rather big.

For me, it's mostly the delay between when Altfire is pressed to when the Falcon Punch projectile is shot.

November 25, 2013, 05:38:32 AM
Reply #23

Offline Linnie

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Re: Stardust's Workshop
« Reply #23 on: November 25, 2013, 05:38:32 AM »
Well, it does fit with his Smash Bros counterpart, though I do agree that it could be shortened a little bit for gameplay balance. I think the delay should still be in, but perhaps it could be half the length to make things quicker.

November 25, 2013, 06:09:44 AM
Reply #24

Offline Stardust

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Re: Stardust's Workshop
« Reply #24 on: November 25, 2013, 06:09:44 AM »
Half is a bit overrated, people must still be able to react. The shot is pretty fast, and counting lags, halving it could have a too much important impact on its power :/
Still, the delay before firing switched from 1.0 second to 0.75 second. It makes a difference yeah

November 25, 2013, 12:42:13 PM
Reply #25

Offline Linnie

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Re: Stardust's Workshop
« Reply #25 on: November 25, 2013, 12:42:13 PM »
I agree, .75 sounds good to me.

November 25, 2013, 10:32:12 PM
Reply #26

Offline OtakuAlex

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Re: Stardust's Workshop
« Reply #26 on: November 25, 2013, 10:32:12 PM »
I like what you're doing with your version of Saxton, though I will most likely stick to mine. Anyways, I think instead of using the Beethoven song as Remilia's theme, you should use her actual theme.



Also, since you included me in the credits, what do you plan for me to do in your version? I'm just as happy helping in others' projects as I would be getting help in my own.

November 26, 2013, 05:53:35 PM
Reply #27

Offline Stardust

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Re: Stardust's Workshop
« Reply #27 on: November 26, 2013, 05:53:35 PM »
Quote from: "OtakuAlex"
though I will most likely stick to mine. Anyways, I think instead of using the Beethoven song as Remilia's theme, you should use her actual theme.



Also, since you included me in the credits, what do you plan for me to do in your version? I'm just as happy helping in others' projects as I would be getting help in my own.

If I use her actual theme, then it would be a 8-bit version. Not that I have a problem with that, but I just found the Beethoven thing pretty similar to her original theme (even if actually ZUN got probably inspired by Beethoven's symphony, and not the reverse XD) I'll probably change it anyway-

Well I don't especially need with coding the whole thing, what I thought is that we could stick together our modes into one when both will be finished : that way, we'll have a way bigger project, so big it would almost double the hale number, and the older hale fixes could also merge together to get a final version,
that will be the official sequel to Balrog's Saxton Hale (which was already a sequel to SilverSin's).
If you need help with something, just PM me in Skype and I may help

November 26, 2013, 10:08:21 PM
Reply #28

Offline Goomba98

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Re: Stardust's Workshop
« Reply #28 on: November 26, 2013, 10:08:21 PM »
Quote from: "Stardust"
If I use her actual theme, then it would be a 8-bit version.
Hardly any of the themes in Saxton Hale are 8-bit. If you need a version of it, there's one in CSCM.

November 26, 2013, 10:36:55 PM
Reply #29

Offline OtakuAlex

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Re: Stardust's Workshop
« Reply #29 on: November 26, 2013, 10:36:55 PM »
Quote from: "Goomba98"
Quote from: "Stardust"
If I use her actual theme, then it would be a 8-bit version.
Hardly any of the themes in Saxton Hale are 8-bit. If you need a version of it, there's one in CSCM.

Correct me if I'm wrong, but I only remember hearing Flandre's theme, not Remilia's.